Wilderness Adventures (16)
Back to Nature Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big ¸ which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty work gives you the tools you need to show Nature who's boss: Adventurers. Learn which fantasy professions are wilderness-ready¸ how to whip pasty city boys and tunnel-crawlers into shape¸ and what Allies and henchmen to bring on the trip. Equipment. Buy new wilderness gear -- including boats¸ carts¸ and other vehicles -- and find out what old stuff is worth its place in your pack. Tasks and feats. Exploit detailed rules for camping¸ foraging¸ travel¸ and mapping... wilderness stunts and movement... scouting and tracking... and of course outdoor combat! Challenges and dangers. Know your surroundings¸ from purely static terrain and weather¸ through dynamic hazards like avalanches and tornadoes¸ to deliberate traps and ambushes. The big picture. Discover how to work all this into an existing campaign or a new one -- with practical advice on matters of setting and scale. And more! Getting lost¸ aerial scouting¸ mounted combat¸ making stone axes¸ despoiling nature¸ being shipwrecked¸ druidic abilities in the wild... if it's wilderness-themed¸ it's here. Whatever your outdoor needs might be¸ GURPS Dungeon Fantasy 16: Wilderness Adventures is sure to help you dig your GURPS Dungeon Fantasy campaign out of a hole!